Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
Monster Geographica - Marsh & Aquatic.pdf - The Secrets of the ...
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6<br />
<strong>The</strong>t<br />
Small Magical Beast<br />
Hit Dice: 3d10 (16 hp)<br />
Initiative: +2<br />
Speed: 20 ft. (4 squares)<br />
Armor Class: 14 (+1 size, +2 Dex, +1<br />
natural), touch 13, flat-footed 12<br />
Base Attack/Grapple: +3/+0<br />
Attack: Bite +6 melee (1d4+1 plus poison)<br />
Full Attack: Bite +6 melee (1d4+1 plus<br />
poison)<br />
Space/Reach: 5 ft./5 ft.<br />
Special Attacks: Poison<br />
Special Qualities: Brachiation, darkvision<br />
60 ft., detect gold, low-light vision, scent,<br />
tremorsense 60 ft.<br />
<strong>The</strong>ts are oddly shaped beasts rumored to<br />
be <strong>the</strong> survivors <strong>of</strong> an arcane experiment gone<br />
awry. Shaped roughly like a tripod, <strong>the</strong>ts have<br />
strong powerful arms that <strong>the</strong>y use for movement<br />
and diminished vestigial legs that are little more<br />
that stumps. <strong>The</strong>ts have an affinity toward gold,<br />
ambushing adventurers and consuming <strong>the</strong> bullion<br />
whenever it has a chance.<br />
Combat<br />
<strong>The</strong> <strong>the</strong>t have only one attack, but it is very<br />
effective. Due to specific breeding, <strong>the</strong> <strong>the</strong>t were<br />
gifted with a particularly nasty neurotoxin venom.<br />
Typically, a <strong>the</strong>t lies in wait, burrowing slightly<br />
under <strong>the</strong> wet soil <strong>of</strong> <strong>the</strong> jungle or marsh. Whe<strong>the</strong>r<br />
“dug in” or not, its flat body provides natural<br />
camouflage against wandering humanoids or o<strong>the</strong>r<br />
creatures. It <strong>the</strong>n springs on an unsuspecting foe,<br />
biting it and fatally poisoning it. Being relatively<br />
easy to kill, <strong>the</strong> <strong>the</strong>t usually dies in combat. O<strong>the</strong>r<br />
<strong>the</strong>t, however, watch and follow <strong>the</strong> wounded prey<br />
from a distance. When it finally dies, <strong>the</strong>y spring<br />
on it, consuming it whole, hoping for small items<br />
made <strong>of</strong> gold, or pouches with gold coin inside.<br />
118<br />
Save: Fort +3, Ref +5, Will –2<br />
Abilities: Str 12, Dex 15, Con 10, Int 4, Wis<br />
4, Cha 4<br />
Skills: Balance +3, Hide +6, Jump +2,<br />
Move Silently +3, Tumble +3<br />
Feats: Iron Will, Weapon Finesse<br />
Environment: Temperate and warm forest<br />
and marsh<br />
Organization: Solitary or pack (3-9)<br />
Challenge Rating: 6<br />
Treasure: None<br />
Alignment: Always neutral<br />
Advancement: 4-6 HD (Small), 7-9 HD<br />
(Medium)<br />
Level Adjustment: —<br />
If <strong>the</strong> terrain is good, it is possible for a<br />
<strong>the</strong>t to leap into a tree and use its powerful arms<br />
to swing through <strong>the</strong> tree branches to get away.<br />
It moves more quickly in this manner than by<br />
walking, and may outdistance its enemies.<br />
Brachiation (Ex): A <strong>the</strong>t is at home in <strong>the</strong><br />
trees and gets along as well <strong>the</strong>re as most humans<br />
do on <strong>the</strong> ground. A <strong>the</strong>t has a +10 racial bonus<br />
on Climb checks while in a forest or marsh, and<br />
is able to swing from branches and vines 10 feet<br />
faster than its normal land speed.<br />
Detect Gold (Sp): A <strong>the</strong>t can use this ability<br />
three times per day. This is a divination effect<br />
similar to a detect magic spell, except that it only<br />
finds gold. <strong>The</strong> <strong>the</strong>t can scan a 60-degree arc each<br />
round: By concentrating for 1 round it knows<br />
if <strong>the</strong>re is any gold within <strong>the</strong> arc; 2 rounds <strong>of</strong><br />
concentration reveal <strong>the</strong> exact amount <strong>of</strong> gold; and<br />
3 rounds reveal its exact location, type, and value.<br />
This ability is <strong>the</strong> equivalent <strong>of</strong> a 2nd-level spell.<br />
Poison (Ex): Injury, Fortitude DC 22, initial<br />
damage 1d6 Str, secondary damage 3d6 Con. <strong>The</strong><br />
save DC is Constitution-based and includes a +12<br />
racial bonus.